Navegando por Orientadores "FAVERO, Eloi Luiz"
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Item Acesso aberto (Open Access) Abordagem para o desenvolvimento de um etiquetador de alta acurácia para o Português do Brasil(Universidade Federal do Pará, 2011-10-21) DOMINGUES, Miriam Lúcia Campos Serra; FAVERO, Eloi Luiz; http://lattes.cnpq.br/1497269209026542Part-of-speech tagging is a basic task required by many applications of natural language processing, such as parsing and machine translation, and by applications of speech processing, for example, speech synthesis. This task consists of tagging words in a sentence with their grammatical categories. Although these applications require taggers with greater precision, the state of the art taggers still achieved accuracy of 96 to 97%. In this thesis, corpus and software resources are investigated for the development of a tagger with accuracy above of that of the state of the art for the Brazilian Portuguese language. Based on a hybrid solution that combines probabilistic tagging with rule-based tagging, the proposed thesis focuses on an exploratory study on the tagging method, size, quality, tag set, and the textual genre of the corpora available for training and testing, and evaluates the disambiguation of new or out-of-vocabulary words found in texts to be tagged. Four corpora were used in experiments: CETENFolha, Bosque CF 7.4, Mac-Morpho, and Selva Científica. The proposed tagging model was based on the use of the method of transformation-based learning (TBL) to which were added three strategies combined in a architecture that integrates the outputs (tagged texts) of two free tools, Treetagger and -TBL, with the modules that were added to the model. In the tagger model trained with Mac-Morpho corpus of journalistic genre, tagging accuracy rates of 98.05% on Mac-Morpho test set and 98.27% on Bosque CF 7.4 were achieved, both of journalistic genres. The performance of the proposed hybrid model tagger was also evaluated in the texts of Selva Científica Corpus, of the scientific genre. Needs of adjustments in the tagger and in corpora were identified and, as result, accuracy rates of 98.07% in Selva Científica, 98.06% in the text set of Mac-Morpho, and 98.30% in the texts of the Bosque CF 7.4 have been achieved. These results are significant because the accuracy rates achieved are higher than those of the state of the art, thus validating the proposed model to obtain a more reliable part-of-speech tagger.Item Acesso aberto (Open Access) Avaliação automática de questões discursivas usando LSA(Universidade Federal do Pará, 2016-02-05) SANTOS, João Carlos Alves dos; FAVERO, Eloi Luiz; http://lattes.cnpq.br/1497269209026542This work investigates the use of a model using Latent Semantic Analysis (LSA) In the automatic evaluation of short answers, with an average of 25 to 70 words, of questions Discursive With the emergence of virtual learning environments, research on Automatic correction have become more relevant as they allow the mechanical correction With low cost for open questions. In addition, automatic Feedback and eliminates manual correction work. This allows you to create classes With large numbers of students (hundreds or thousands). Evaluation research Texts have been developed since the 1960s, but only in the The current decade are achieving the necessary accuracy for practical use in teaching. For end users to have confidence, the research challenge is to develop Evaluation systems that are robust and close to human evaluators. despite Some studies point in this direction, there are still many points to be explored In the surveys. One point is the use of bigrasms with LSA, even if it does not contribute Very much with the accuracy, contributes with the robustness, that we can define as reliability2, Because it considers the order of words within the text. Seeking to perfect an LSA model In the direction of improving accuracy and increasing robustness we work in four directions: First, we include word bigrasms in the LSA model; Second, we combine models Co-occurrence of unigram and bigrams using multiple linear regression; third, We added a stage of adjustments on the LSA model score based on the Number of words of the responses evaluated; Fourth, we performed an analysis of the Of the scores attributed by the LSA model against human evaluators. To evaluate the We compared the accuracy of the system against the accuracy of human evaluators Verifying how close the system is to a human evaluator. We use a LSA model with five steps: 1) pre-processing, 2) weighting, 3) decomposition a Singular values, 4) classification and 5) model adjustments. For each stage it was explored Strategies that influenced the final accuracy. In the experiments we obtained An 84.94% accuracy in a comparative assessment against human Correlation among human specialists was 84.93%. In the field studied, the Evaluation technology had results close to those of the human evaluators Showing that it is reaching a degree of maturity to be used in Assessment in virtual learning environments. Google Tradutor para empresas:Google Toolkit de tradução para appsTradutor de sitesGlobal Market Finder.Item Acesso aberto (Open Access) Avaliação da aprendizagem: uma abordagem qualitativa baseada em mapas conceituais, ontologias e algoritmos genéticos(Universidade Federal do Pará, 2007-05-18) ROCHA, Francisco Edson Lopes da; FAVERO, Eloi Luiz; http://lattes.cnpq.br/1497269209026542In the last two decades, the development of areas such as Computer Networks and Artificial Intelligence (AI) has favored the growth of other areas of knowledge, like Education. In this area, new discoveries have changed the focus of research from old behaviorist educational theories to constructivism, leading to a better understanding of how learning occurs. Meaningful Learning (ML) is a constructivist theory in evidence nowadays and the Concept Map (CM) is its main cognitive tool. Additionally, the recent developments on Distance Learning (DL) have made it possible to apply the educational process in a larger scale. In this thesis, automatic learning assessment mediated by concept maps is investigated. This is related to a qualitative approach, named as formative assessment, which is compliant with Bloom’s model, a reference for educational processes - teaching, learning, and learning assessment. The proposal presented in this thesis is seen as an alternative solution to an important issue in the area of Education: how to evaluate learning qualitatively, respecting each student’s cognitive processes? The integration of concept maps, domain ontologies, and genetic algorithms allows for advances in automatic learning assessment and assistance. The paradigm of mere quantitative assessment is broken, and a new approach to gradual and continuous assistance in learning is presented. Following this approach, it is possible to accompany students individually, respecting their idiosyncratic ways of learning, and also to group students based on specific cognitive characteristics or development degrees. This thesis begins a new research area, which can be synthesized as "Automatic qualitative assessment of learning centered in Concept Maps, based on AI techniques: ontologies and genetic algorithms". In this new research area, the thesis originated the following contributions: ² a prototype of an environment designed to aid teaching, learning, and learning assessment, founded upon Meaningful Learning, encompassing a concept map editor, an ontology editor, and an assessment module; ² A proposal concerning the use of genetic algorithms and ontologies in qualitative assessment/ assistance of learning, allowing for: – step-by-step individual assistance; – assistance to groups of students; – comparisons among students. Domain ontologies are generated by the teacher, who uses an ontology editor provided by the environment. They comprise the structural knowledge that must be learned by students before they can manage other forms of knowledge. The genetic algorithm was designed to run in two distinct modes: i) generating multiple CMs to compare with the student’s CM, allowing for learning assessment at any moment of the course; this assessment is relative, centered in a determined number of concepts which represent a partial structure of knowledge domain being studied.; and ii) generating an optimal CM according to the ontology created by the teacher, to permit a complete assessment of the learning of the knowledge domain which was studied. The proposed model was evaluated by the implementation of prototypes for the assessment tool. The genetic algorithm developed uses the ontologies as its search spaces. It emulates meaningful learning cognitive processes, and constructs CMs that can be semantically compared to that of the student. Its fitness function represents a way of measuring distances in the cognitive field, being the measurement unit given by a taxonomy that organizes semantic dimensions and, inside these, linking phrases. This taxonomy is used by teachers when they construct their ontologies, and by students when they construct their concept maps. The main challenges faced in the development of the research reported in this thesis were: 1) definition of a domain ontology model that could be applied to learning assessment; 2) definition of a method and a scale that could be applied to the cognitive domain; and 3) definition of a search mechanism in the ontology in accordance with constructivist theories of learning assessment. The research described in this thesis can be further developed with new functionalities or improvements in functionalities already implemented. Some possibilities are suggested in the end of the thesis, the main of which being the deployment of the environment in the Internet. This thesis has generated 7 (seven) scientific contributions, 1 (one) in a qualis A magazine, 1 (one) in a qualis B magazine, 2 (two) in international congresses, and 3(three) in national congresses. The results of this research advance what has already been attained by the AmAm/UFPA research group, in whose context this thesis is inserted.Item Acesso aberto (Open Access) Baiuka: jogos de lendas amazônicas para avaliação de inteligências múltiplas(Universidade Federal do Pará, 2009-09-18) COSTA, Danielle Fonseca; FAVERO, Eloi Luiz; http://lattes.cnpq.br/1497269209026542BAIUKA is an educational game aimed to wake up ecological consciousness based on Amazonian legends. This study aimed to build an educational game for kids, based on Multiple Intelligences, facing the Amazonian culture, automatically generating ratings from independent agents, based on the behavior of the player, and helping the teacher in the classroom. The game aimed to provide a specific tool of learning motivation from the use of educational games on the web, and develop a model to evaluate educational games. The methodological way had as its analysis basis the qualitative methodology and involved, beyond bibliographic and documentary research, a field research at Ipiranga´s School, applying a checklist for Portuguese Language teachers properly selected, as well as experts that, in some way, work in this reality. The research results indicate a good acceptance by teachers to provide moments of play activity for children. Unfortunately, the difficulty also noticed in creating an educational game that is interesting to the young, combining teaching methods with the power of computer games. However, despite this sad fact, the research points to hope that computer games can be considered the state-of-the-art for the development of environments for learning motivation. The production of this new generation of educational games requires interdisciplinary teams, creative and able to work cooperatively.Item Acesso aberto (Open Access) Em busca do doador perdido: um jogo educativo como ferramenta de conscientização e informação sobre doação de sangue(Universidade Federal do Pará, 2013-05-24) PONTES, Paulo André Ignácio; FAVERO, Eloi Luiz; http://lattes.cnpq.br/1497269209026542Faced with difficulties in raising blood bags by blood centers various means are used to sensitize donors and keep stocked blood banks. This work presents the "partial simulation" of this reality through an electronic educational game that aims to inform and educate about the importance of donation. It is a mechanism to clarify questions and demystifying common beliefs disseminated by the lack of knowledge that hinder the blood raising. With the aim of informing the player, not just entertaining him, "In search of lost donor" is the presentation of a common theme in creative format, motivating and social impact. The simulation gives the player the experience on difficulties of finding donors and awakens the same knowledge about basic issues of the donation process. From two experiments with potential donors we validated the proposal of the game, as a way to educate players about the importance of donation.Item Acesso aberto (Open Access) IETS: Ferramenta interativa de ensino de SQL(Universidade Federal do Pará, 2006-03-24) FREIRE, José Antônio Sarmanho dos Santos; FAVERO, Eloi Luiz; http://lattes.cnpq.br/1497269209026542This work considers a tool in the Web for programming teaching. The work is based on a study of case for teaching of the programming language of data bases SQL and is inserted in the context of an interactive environment of learning. This experimental tool for teaching of programming languages, presents as objective: 1) complete integration between the teaching of concepts of programming with example of fragments of executable programs on line; 2) integration with a component of evaluation of programs verifying it the reply of the learner is the same one of the teacher; 3) complete control of the learner´s activities (how many examples had been executed; in each exercise, how many execution attempts had been made, etc). 4) to serve as a laboratory for experimentation of tow new techniques of evaluation and accompaniment, that are being searched in works in parallel: (a) automatic evaluation of metric programs with of software engineering , allowing informing how much the solution of the student if approaches to a “ideal solution”; e (b) automatic evaluation of discursive conceptual questions, besides allowing the traditional objective questions. This work is a first step in the direction of construction of an environment total attended (for example with automatic evaluation) for teaching of the programming language SQL, where the teacher will have a minimum load of work, more as supervisor.Item Acesso aberto (Open Access) Um jogo sério para apoio ao ensino de modelagem de processo de software baseado em mapas conceituais: uma avaliação experimental(Universidade Federal do Pará, 2015-09-08) CHAVES, Rafael Oliveira; FAVERO, Eloi Luiz; http://lattes.cnpq.br/1497269209026542Software process modeling (SPM) is an important area of software engineering because it provides a basis for managing, automating, and supporting software process improvement (SPI). Teaching SPM is a challenging task, mainly because it lays great emphasis on theory and offers few practical exercises. Furthermore, as yet few teaching approaches have aimed at teaching SPM by introducing innovative features, such as games. The use of games has mainly been focused on other areas of software engineering, for example software project management. In an attempt to fill this gap, this paper describes a formal experiment carried out to assess the learning effectiveness of a serious game (DesigMPS), designed to support the teaching of SPM, and to compare game-based learning with a project-based learning method. In the DesigMPS game, the student models a software process from an SPI perspective, based on the Brazilian SPI model (MPS.BR). Also features of the game were analyzed as: appropriateness in terms of content relevance, sufficiency, degree of difficulty, sequence, teaching method; engagement; strengths and weakness. The results indicate that playing the game can have a positive learning effectiveness (statistically significant difference) on the cognitive levels of understanding and applying, according to the revised version of Bloom's taxonomy of educational objectives, despite some weaknesses as: the lack of “help” on the use of the game and the lack of clearer instructional feedback with explanations regarding the causes of errors. Also, there is positive learning effectiveness (statistically significant difference) when compared to the PBL on the applying level, but no significant difference on the understanding level. Most students considered that the game is engaging and relevant concerning the content of Software Quality course. Based on the results the game could be an option to teach SPM.Item Acesso aberto (Open Access) LABSQL: laboratório de ensino de SQL(Universidade Federal do Pará, 2007-12-19) LINO, Adriano Del Pino; FAVERO, Eloi Luiz; http://lattes.cnpq.br/1497269209026542This work presents a new approach for automatic evaluation of SQL queries. This approach proposes a solution for a challenge to stimulate the student to improve his/her solution: searching, besides an answer that returns a correct result, a query with a complexity next to the optimum solution. This proposal can be used in e-learning environments or in presential education in laboratory activities, including the evaluations. The proposed solution has as advantages: (1) the student receives an instantaneous feedback during a practice programming activity, which allows the student to refactorize his/her solution in direction to a optimum solution; (2) complete integration between the programming concepts teaching with examples of fragments of on-line executable programs; (3) monitoring of students activities (how many examples were executed; in each exercise how many execution attempts were done, etc). This work is the first pass in direction to the construction of an environment, totally attended (for example with automatic evaluation) for teaching of SQL programming language, where the instructor is free of the hard work to correct SQL commands, being able to do more relevant pedagogic tasks. The method, based on statistics and Software Engineering metrics, can be adapted for other languages, such as Java and Pascal. In addition, the LabSQL serves as a laboratory for experimentation of two news techniques, one of evaluation and other of accompaniments that are being searched in several works at the same time: (a) automatic evaluation of discursive conceptual questions, besides to allow the traditional objective questions, (b) method of accompaniment through a montage of evaluation rubrics.Item Acesso aberto (Open Access) Metodologia para implementação do MPS.BR utilizando o ambiente webapsee(Universidade Federal do Pará, 2009-04-29) ROCHA, Vanderlene Covre; REIS, Carla Alessandra Lima; http://lattes.cnpq.br/1614538302774823; FAVERO, Eloi Luiz; http://lattes.cnpq.br/1497269209026542A number of initiatives to improve the software process has emerged recently to improve quality and productivity in software organizations. Some models and standards have focused the implementation of improvements in the software development process area; MPS.BR model is an example of thiese models. This process improvement model aims to improve software quality, preferably for micro, small and medium enterprises in order to meet the needs of their business model and was chosen to be explored in this work. Several advantages are gained during process improvement effort, one of them is the definition of a systematic process for software development, which helps to achieve the process quality and productivity and also the developed product quality. The use of a defined process model brings several benefits associated with standardization, such as the optimization, the re-work cost reduction, less defects in products, among others. But there is a lack of models that can be applied directly to a specific company of software development and therefore it is necessary to model the process, customizing it with the ultimate goal of creating a model that adequately represents the organization process. One of the difficulties for the implementation of models such as MPS.BR is the lack of methodologies that shows how the implementation of improvements to be made and not only what should be done. In this context, this work proposes a methodology for the implementation of the MPS.BR model based on IDEAL model, through a specific tool, called WebAPSEE, which works to coordinate the methodology execution. The methodology was tested in a local organization called CTIC - Center for Information Technology and Communication of UFPA which was assessed as level of G MPS.BR.Item Acesso aberto (Open Access) Mineração de dados educacionais: relato de experiência no ambiente virtual LABSQL(Universidade Federal do Pará, 2014-09-19) DIAS, Maxwel Macedo; FAVERO, Eloi Luiz; http://lattes.cnpq.br/1497269209026542One of the digital technologies used in current practices of online education is the Virtual Learning Environment (VLE). Educators use these environments to provide online information, but have little support to assess the learning of learners at a distance, so that the lack of perception of the educator as to the state of understanding of their students can lead tofailure of an online course. Most VLEs store large volumes of data from the history of accesses to system resources made by students, their assessments, among others. In recent years the Educational Data Mining has been used to explore the data from educational settings, as well as better understand the students and their teaching and learning. The objective of this work is to assess online learning by the use of Educational Data Mining on the LabSQL virtual environment used in the Federal University of Pará, through the application of techniques called Decision Tree, Bayesian Network, Association Rules and Cluster Analysis. The results obtained proved to be efficient to support educators in the assessment of online learning because they allow the analysis of student’s profile regarding the use of this technology and the teaching-learning environment in LabSQL. Moreover, the rules generated from data mining indicate how the student can improve learning by better using the environment.